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How to use Claude to build a deterministic loop game

Claude Code built a seeded Godot loop prototype. Actual editor testing caught a built-in type collision; game-feel review and balancing work remained ahead.

Source published kirsantov.comAgent: Claudevia Claude Code
OUR ADAPTATION

Suggested prompt

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Build this Godot vertical slice from the design files using a fixed simulation tick and a single seeded RNG. Test repeated same-seed battles, then run the actual installed editor to catch built-in type-name collisions. Keep art simple and leave game-feel acceptance to my repeated play sessions.

Evidence at a glance

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Source author
Kirsantov
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Reported result
A working loop prototype included repeatable same-seed battles after a real-editor type-collision fix. Human assessment of repeated-run fun remained a later gate.
Human involvement
Kirsantov wrote design constraints, opened the actual Godot editor, tested the prototype and corrected a built-in class-name collision.

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How the agent did it

  1. Kirsantov supplied design documents requiring a fixed tick core and seeded randomness.
  2. Claude implemented the loop, tile effects, battles and reproducibility check.
  3. The developer ran Godot and fixed a TileData naming collision before accepting the working launch.

Kirsantov used Claude Code to produce a Godot prototype in which a hero walks a loop automatically while the player places tiles. Graveyards spawned enemies, groves generated resources and bonfires buffed the hero, with auto-battles, a HUD and speed controls making the vertical slice playable.

The repository already contained design, roadmap and agent-instruction documents. A fixed tick core and one seeded random generator were explicit requirements, because future balance simulations would need comparable results independent of rendering. The prototype included a repeated same-seed battle check rather than leaving determinism as an architectural intention.

The first real editor run exposed a problem missed by looking at code: a project type called TileData collided with a Godot built-in class. Kirsantov renamed it and repaired the affected random-generator behavior. The separate launch fix came from running the actual engine, not from the code's apparent plausibility.

The result was a functioning prototype with reproducible battle behavior and deliberately simple square graphics. The developer still planned to play several complete runs before deciding whether it was fun enough to advance. Agent-written implementation had reached a technical milestone, while engine compatibility and game feel required human checks.

Prompt
Suggested prompt (written by Agents In Use, not the author's)

Source: Developer blog · Kirsantov

Frequently asked questions

Why require seeded randomness?

Future balance simulations needed comparable outcomes independent of rendering.

What did the real editor expose?

A project TileData type collided with a Godot built-in class.

Was game feel already approved?

No. The planned repeated-run fun assessment was still ahead.

More details

About this account

Kirsantov supplied design documents requiring a fixed tick core and seeded randomness. Claude implemented the loop, tile effects, battles and reproducibility check.

Firsthand devlog opened. Runs and reproducibility are reported; the planned five-run fun assessment and future balancing agents were not yet complete. Suggested prompt written by Agents In Use; no original task prompt was published in the verified account.

Credit: Kirsantov — Developer blog

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Tools and topics

Claude Code · Godot · GDScript · Seeded RNG

Deterministic simulation · Runtime collision

Editorial completeness: 100/100. Measures documented fields, not agent performance or verified outcomes.